Yearly Archives: 2018

Test, Test and Then Test Some More, The Great Regret

The blind-eye
Playtesting in all of its variation is an integral part of iterative design. when used well it can help identify problems that were hidden in plain sight. How and when you playtest is of most importance, testing often and testing specifics of your game gives you a greater understanding of your game and its systems. With greater understanding comes greater mastery of your game, which blindsided me to the difficulty and learning curve of me and my team’s game.
Me […]

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Program: Game Design

Test, Test and Then Test Some More, The Great Regret

The blind-eye
Playtesting in all of its variation is an integral part of iterative design. when used well it can help identify problems that were hidden in plain sight. How and when you playtest is of most importance, testing often and testing specifics of your game gives you a greater understanding of your game and its systems. With greater understanding comes greater mastery of your game, which blindsided me to the difficulty and learning curve of me and my team’s game.
Me […]

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Program: Game Design

Play-testing

Hiiiiiiiiiiii!
This week we are required to write about play-testing and how it has affected the development of our game.
During the production of our shoot ‘em ups we have had two play-testing opportunities. One right before the Alpha deadline and the second right before our Beta deadline. The play-testing is basically a workshop where every team set up at least two laptops with their game for all the other teams to test. At least one member of the team is present […]

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Program: Graphics

Play-testing

Hiiiiiiiiiiii!
This week we are required to write about play-testing and how it has affected the development of our game.
During the production of our shoot ‘em ups we have had two play-testing opportunities. One right before the Alpha deadline and the second right before our Beta deadline. The play-testing is basically a workshop where every team set up at least two laptops with their game for all the other teams to test. At least one member of the team is present […]

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Program: Graphics

Prototyping, testing, and play testing

Each of them has the same goal but different purpose – game prototyping, software testing, and play testing are important processes during digital game development as they all improve quality of the game product. Prototyping helps game designers to validate ideas and concepts, whereas software testing helps developers to detect errors and bugs in codes. Usually, prototyping and software testing are conducted frequently by internal members of the development team, i.e. designers, developers, and artists. Play testing is a process […]

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Prototyping, testing, and play testing

Each of them has the same goal but different purpose – game prototyping, software testing, and play testing are important processes during digital game development as they all improve quality of the game product. Prototyping helps game designers to validate ideas and concepts, whereas software testing helps developers to detect errors and bugs in codes. Usually, prototyping and software testing are conducted frequently by internal members of the development team, i.e. designers, developers, and artists. Play testing is a process […]

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How has playtesting affected/improved our game?

What have we iterated using playtesting?
We used our first playtesting to inform us of things that we might not have thought of, rather than things that we already knew did not work or needed more development.
One of the questions that we had asked the playtesters was:What was your least favourite moment or interaction?And these were some of the answers:

Sometimes the controls felt a bit unresponsive
No indication of being hit, too easy to beat
Being overwhelmed by enemies that you can’t really […]

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Program: Game Design

How has playtesting affected/improved our game?

What have we iterated using playtesting?
We used our first playtesting to inform us of things that we might not have thought of, rather than things that we already knew did not work or needed more development.
One of the questions that we had asked the playtesters was:What was your least favourite moment or interaction?And these were some of the answers:

Sometimes the controls felt a bit unresponsive
No indication of being hit, too easy to beat
Being overwhelmed by enemies that you can’t really […]

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Program: Game Design

The effects of playtesting – 5SD064 HANNA AHO LIND

Hello once again dear classmates.
Another week has passed and we all look forward to leaving this course behind. But if there is something especially fun to rememeber from this course it is the two playtesting sessions we have had.
During the playtests we got to play the others games, but also get valuable feedback from both teachers and other students.
After playing our game they were asked to fill out a survey, with prepared questions which we wanted answers of. But we […]

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Program: Graphics

The effects of playtesting – 5SD064 HANNA AHO LIND

Hello once again dear classmates.
Another week has passed and we all look forward to leaving this course behind. But if there is something especially fun to rememeber from this course it is the two playtesting sessions we have had.
During the playtests we got to play the others games, but also get valuable feedback from both teachers and other students.
After playing our game they were asked to fill out a survey, with prepared questions which we wanted answers of. But we […]

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Program: Graphics

MVP, Play-Testing and Mechanix

Playtesting has impacted our development process in different ways and has stressed the importance of building towards a MVP.
For the playtesting sessions, we had set up a computer with our game, Umibozu, and after playing the game a survey followed. Naturally, we already had some idea of what the players were going to point out but many things can still be learned from it. For instance, a lot can also be learned from the player does while playing the game, […]

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Program: Programming

MVP, Play-Testing and Mechanix

Playtesting has impacted our development process in different ways and has stressed the importance of building towards a MVP.
For the playtesting sessions, we had set up a computer with our game, Umibozu, and after playing the game a survey followed. Naturally, we already had some idea of what the players were going to point out but many things can still be learned from it. For instance, a lot can also be learned from the player does while playing the game, […]

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Program: Programming

2018.03.08 – Playtesting Aesthetics V.S. Narrative Design and 3rd-party I.P.

Game concept overview
Our team had chosen a concept titled “You May Kiss the Bride” where the character got cold feet the day before the wedding. The player would then take over the commitment-phobic character and be thrown into a a nightmare. There s/he is trying to escape the commitment they were about to undertake with their significant other by running away from it just before they did their vows and making their way to the church’s exit while fighting their […]

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Program: Programming

2018.03.08 – Playtesting Aesthetics V.S. Narrative Design and 3rd-party I.P.

Game concept overview
Our team had chosen a concept titled “You May Kiss the Bride” where the character got cold feet the day before the wedding. The player would then take over the commitment-phobic character and be thrown into a a nightmare. There s/he is trying to escape the commitment they were about to undertake with their significant other by running away from it just before they did their vows and making their way to the church’s exit while fighting their […]

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Program: Programming

08-03-2018

Welcome back readers to a new week and of course a new post!
This week is supposed to be about playtesting and feedback but since I talked about that last week I’ll just skim it over quickly and then talk about something else.
If I would look back to all the feedback I’ve gotten during playtesting there are two main reasons to why I think it’s something very important during game-making. Firstly, you will never ever find all the bugs yourself! No […]

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Program: Programming

08-03-2018

Welcome back readers to a new week and of course a new post!
This week is supposed to be about playtesting and feedback but since I talked about that last week I’ll just skim it over quickly and then talk about something else.
If I would look back to all the feedback I’ve gotten during playtesting there are two main reasons to why I think it’s something very important during game-making. Firstly, you will never ever find all the bugs yourself! No […]

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Program: Programming

Comment Week 4

Greetings Hanna,
(William Teurnell, Team Poltergeist)
I enjoy the effects you are reaching for. You go into good detail on your thoughts and processes, and your decisions are clearly motivated. You explain the impact and intended meaning of your visuals, and you let the reader know of its significance. It was interesting how you recognised and worked around the fact that there was no animation by creating a sprite that appears caught-in-motion. I liked the end result for this reason; it looks […]

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Program: Graphics

Comment Week 4

Greetings Hanna,
(William Teurnell, Team Poltergeist)
I enjoy the effects you are reaching for. You go into good detail on your thoughts and processes, and your decisions are clearly motivated. You explain the impact and intended meaning of your visuals, and you let the reader know of its significance. It was interesting how you recognised and worked around the fact that there was no animation by creating a sprite that appears caught-in-motion. I liked the end result for this reason; it looks […]

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Program: Graphics

Comment week 3

Hello,
(William Teurnell, Team Poltergeist)
I enjoyed your post. It is systematic and comprehensible in an easy-to-follow way. You lead the reader into the text well by having a form of short introduction; your main point is summed up early. The same goes for the ending, where you sum up the points that you’ve made. I do, however, notice certain lacks of clarity at places. The fourth paragraph, regarding Trello, is somewhat unclear to me. I did not understand at first that […]

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Program: Graphics

Comment week 3

Hello,
(William Teurnell, Team Poltergeist)
I enjoyed your post. It is systematic and comprehensible in an easy-to-follow way. You lead the reader into the text well by having a form of short introduction; your main point is summed up early. The same goes for the ending, where you sum up the points that you’ve made. I do, however, notice certain lacks of clarity at places. The fourth paragraph, regarding Trello, is somewhat unclear to me. I did not understand at first that […]

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Program: Graphics

Comment week 2

(William Teurnell, Group Poltergeist)
You describe in good detail how you went about learning a new field. You briefly touch upon problems you have encountered, though you are quite vague in their description; you mention that most problems were small-scale, and then give an example of a technical issue you had (adding samples to LMMS). You don’t, however, mention any other problems, even though you imply that you had more. Perhaps you could go into greater detail into what different kinds […]

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Program: Graphics

Comment week 2

(William Teurnell, Group Poltergeist)
You describe in good detail how you went about learning a new field. You briefly touch upon problems you have encountered, though you are quite vague in their description; you mention that most problems were small-scale, and then give an example of a technical issue you had (adding samples to LMMS). You don’t, however, mention any other problems, even though you imply that you had more. Perhaps you could go into greater detail into what different kinds […]

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Program: Graphics

What improvments brought from playtesting

So far, we have done two times playtesting. Our team prepared different questions for both playtesting.
The first playtesting was primarily for us to find out what we might not have thought of. I can’t list all the questions here, so I chose two that I think are the most helpful for our game:
· What was your least favorite moment or interaction?
· Was there anything you wanted to do that the game didn’t allow you to do?
We got a lot of feedback […]

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Program: Programming

What improvments brought from playtesting

So far, we have done two times playtesting. Our team prepared different questions for both playtesting.
The first playtesting was primarily for us to find out what we might not have thought of. I can’t list all the questions here, so I chose two that I think are the most helpful for our game:
· What was your least favorite moment or interaction?
· Was there anything you wanted to do that the game didn’t allow you to do?
We got a lot of feedback […]

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Program: Programming